MCDungeon v0.18.0

Hmmm.. the parenthesis around the path in your IF EXIST statement seem to confuse it on my system. If I remove them, it works.

Ah, the reference documents I read didn't have them on any of the if statements but it looks messy to me without them. Still, if removing them got it to work then that's clearly more important than a stylistic thing..! Removing them didn't cause any errors on my 32-bit XP install either, so that looks like that's the last major bug ironed out!

Xanadar: That's in the python script and not my simple batch file, so I can't help you with that; my best guess is that as you stated the post you don't have the permissions for your world set correctly? If that doesn't fix it then I'm lost; I haven't even peeked at Eggplant!'s code yet.

Hm, I don't think it's the apostrophe; I have a test world called "this'll work" and I've managed to generate two random dungeons in it (I'm exploring one of them right now!). This was using the latest posted version of my launcher batch file and MCDungeon v0.0.2

[*:25xsj1a2] A few tweaks to the default .cfg file.
[*:25xsj1a2] Removed --world option and replaced it with a positional argument.
[*:25xsj1a2] Added --interactive option. This will prompt for SAVEDIR, Z, X, and LEVEL
[*:25xsj1a2] Added batch file for windows to start in interactive mode.
[*:25xsj1a2] Added a little more progress feedback.

@SoNick -- Your batch script will still work, but you'll need to make a small change... The map name no longer requires -w or --world. Just make sure to list the arguments in the order listed in --help.

I hope this version will make life a lot easier for our Windows users, and I can get back to adding more stuff!

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MCDungeon - Procedural Dungeons
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a

[*:n1mp52sz] A few tweaks to the default .cfg file.
[*:n1mp52sz] Removed --world option and replaced it with a positional argument.
[*:n1mp52sz] Added --interactive option. This will prompt for SAVEDIR, Z, X, and LEVEL
[*:n1mp52sz] Added batch file for windows to start in interactive mode.
[*:n1mp52sz] Added a little more progress feedback.

@SoNick -- Your batch script will still work, but you'll need to make a small change... The map name no longer requires -w or --world. Just make sure to list the arguments in the order listed in --help.

I hope this version will make life a lot easier for our Windows users, and I can get back to adding more stuff!

Right, I've tested it and it works fine!
Interactive mode in the EXE itself seems to work nice! The only thing it's missing that my script has is a prompt asking if the user'd like to generate HTML files, but I'm sure that'll be in the next version! =P

Here's [likely the last] version of my batch file, for those who don't want to run in interactive version for whatever reason:

Ha, and I had a crazy idea while I was at work today, but to try I'm going to have to wait until Crytech updates AdventureCraft. Granted these dungeons won't really take advantage of many of AdventureCraft's features but in theory nothing should be stopping me from simply adding the Heart Container item to the final treasure chest's spawn list and then adding pieces of heart with low odds of showing up in random chests..!

I can't seem to get it to work. I'm on Mac OS X 10.6, I had python installed before, but an old version, so I updated to 2.7. I had to install another library for noise. (or numby, can't remember which) I tried launching it via the command line and it said it wanted argparse, even though I'm on 2.7! I installed that, and then it would work and display the help message, but when I try to generate a dungeon, this happens:

The only thing it's missing that my script has is a prompt asking if the user'd like to generate HTML files, but I'm sure that'll be in the next version! =P

Actually, I had that in there at first, and then took it out. Like you mentioned previously, the maps are cool, but they kind of detract from the fun of exploring the dungeon. After some thought, it figured it was too much to have them accessible from the "easy button"

Credit really goes to you for the concept of that mode. I'll not likely add much to that from here.

Ha, and I had a crazy idea while I was at work today, but to try I'm going to have to wait until Crytech updates AdventureCraft. Granted these dungeons won't really take advantage of many of AdventureCraft's features but in theory nothing should be stopping me from simply adding the Heart Container item to the final treasure chest's spawn list and then adding pieces of heart with low odds of showing up in random chests..!

Sounds fun!

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MCDungeon - Procedural Dungeons
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a

It certainly seems like you are getting issues from running different versions of python at different times. For example, 2.7.1 already has argparse as a built in module. That must have been 2.6 complaining. I'm wondering if the modules are being installed in the wrong locations?

Have you tried using easy_install? As long as you have the proper toolchain installed it should work, and make good assumptions about module installation locations.

sudo easy_install -U numpy
sudo easy_install -U noise

I'll fire up my macbook and poke around.

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MCDungeon - Procedural Dungeons
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a

1) The default Python 2.6.1 that ships with OS X works fine. It includes version 1.2.1 of numpy, which is also fine. You do need to install argparse and noise.

2) Install XCode. I installed 4.0.1 from the App Store. You need this for gcc to build noise. There are other (free) ways to get gcc on the system, but this is how I did it.

3) Install argparse:

sudo easy_install argparse

4) Install noise. For some reason, (it makes no sense) GCC wanted to default to a PPC arch. I ended up forcing it to build x86_64 with the env variable. If for some strange reason you need 32 bit, use "-arch i386" instead.

sudo env ARCHFLAGS="-arch x86_64" easy_install noise

5) Run MCDungon!

I'll update the OP with specific tested configurations and a link to this post.

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MCDungeon - Procedural Dungeons
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a

Oh, glad to see a new random dungeon generator being developed! The results aren't bad at all.
The rooms look fine, and the structure is nice enough as far as I can see. Good job so far.
But I found a few things...

1) The test level I generated was full of dead ends. Are the results intended to use in an "adventure" setting? (do not break blocks etc). Most doors lead to dead ends or gates that need to be destroyed to proceed, unless I am missing something.

2) No starting gear. This is fine for several game styles, but like in MCmapper, a small option to give a small starter kit would be useful. The rationale is using fresh maps to build dungeons into (to avoid destroying any existing world by accident), so one can do a "roguelike" session of sorts. Right now from a blank slate there is no way to equip yourself with dungeon items...I have yet to see one chest with equipment too.

3) Running using Ubuntu, at least two of the required packages aren't available in packages. This is a minor concern for me, as I know my way around, but other users in similar systems might be better running the windows version from WINE if they aren't savvy enough.

I will be running other maps to see if an "Adventure mode" setting is possible. Either way I will keep an eye open for this tool, I was saddened by the "demise" of MCmapper and I can't wait to see another generator fill its void.

Oh, glad to see a new random dungeon generator being developed! The results aren't bad at all.
The rooms look fine, and the structure is nice enough as far as I can see. Good job so far.
But I found a few things...

Thanks for checking it out!

1) The test level I generated was full of dead ends. Are the results intended to use in an "adventure" setting? (do not break blocks etc). Most doors lead to dead ends or gates that need to be destroyed to proceed, unless I am missing something.

All the things you mention are purposeful. With the default .cfg file all the rooms are reachable without tunneling, but you may have to hack thorough a closed portcullis, or build your way across a chasm. The intent is that this is a ruined dungeon. There may have been cave-ins, sealed portcullises, or collapsed bridges. Chests and spawners are typically placed in "dead ends" since those are probably the hardest to reach areas. In fact, the default starting gear tries to supply you with at least a sword and a pickaxe so you can get around.

2) No starting gear. This is fine for several game styles, but like in MCmapper, a small option to give a small starter kit would be useful. The rationale is using fresh maps to build dungeons into (to avoid destroying any existing world by accident), so one can do a "roguelike" session of sorts. Right now from a blank slate there is no way to equip yourself with dungeon items...I have yet to see one chest with equipment too.

There is starting gear! Maybe you just didn't look hard enough. People tend not to look up. :wink.gif:

Now, I can't claim all the loot tables are perfectly balanced yet... you may have gotten unlucky. A "roguelike" is exactly what I'm going for.

3) Running using Ubuntu, at least two of the required packages aren't available in packages. This is a minor concern for me, as I know my way around, but other users in similar systems might be better running the windows version from WINE if they aren't savvy enough.

There is only one package I know of that is not available in Ubuntu 10.10, and Debian Squeeze (the noise package). But, all packages are available via PiPy, which is very easy to use. I agree this is a little bit of a bummer, and may change if I can find or write a good replacement for the perlin noise functions.

I will be running other maps to see if an "Adventure mode" setting is possible. Either way I will keep an eye open for this tool, I was saddened by the "demise" of MCmapper and I can't wait to see another generator fill its void.

Thanks! And please keep the suggestions coming!

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MCDungeon - Procedural Dungeons
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a

All the things you mention are purposeful. With the default .cfg file all the rooms are reachable without tunneling, but you may have to hack thorough a closed portcullis, or build your way across a chasm. The intent is that this is a ruined dungeon. There may have been cave-ins, sealed portcullises, or collapsed bridges. Chests and spawners are typically placed in "dead ends" since those are probably the hardest to reach areas. In fact, the default starting gear tries to supply you with at least a sword and a pickaxe so you can get around.

I see, I will experiment until I can get a more "adventure" setting. Dungeons become fairly trivial if you are allowed by design to alter it.
The "dead ends" are usually something such as

#
###
+ #
###
#

(with "+" being a door, portcullis or just plain space). A dead end with something is not a dead end. There is not even air, just wall!

There is starting gear! Maybe you just didn't look hard enough. People tend not to look up. :wink.gif:

Gotcha. The placement is not too obvious in the dungeons I generated, since I could enter from below, near the end of the stairs down.

Suggestions? Well, I have only played a couple test maps, so I am not familiar enough to start suggesting. I will try a couple more later today. If there isn't any, redstone stuff can do wonders to increase the depth of dungeons (like multilock doors, fake traps (imagine a pressure plate and a dispenser with arrows. But instead of activating the dispenser through the pressure plate, make the door switch fire the arrow. The plate would be linked to nothing just to confuse)...anything else would be extra variety in rooms and stuff, the possibilities are huge.